Previous Hour of Devastation Set Reviews
White | Blue | Black | Red | Gold, Artifacts, and Lands
Elvish Visionary this is not, but a 1/3 roadblock that turns into a card could be good in the right metagame. There have been aggro decks that don’t want to face this, even if it’s low on power level overall.
Hour of Promise
It’s not that hard to build your deck such that you’ll have a Desert by turn 4 or 5 easily, and this promises a lot of power once you do. 4/4 worth of stats and two lands with cool abilities is a good deal for 5 mana, making this a building block for a ramp strategy in Standard. Ulamog may not be done yet, as getting multiple Shrine of the Forsaken Gods gets you to 10 very quickly.
You’ll want to play enough Deserts that you naturally have 2-3 in play before casting this, so you can get non-Desert lands and still make Zombies, but that seems like an achievable goal without too many sacrifices.
Life Goes On
It takes a lot of Lava Spikes before I’m looking to play pure life gain, so this seems like a borderline sideboard card at best. It’s cheaper and easier to trigger than Feed the Clan for some decks, making it a possibility at the very least.
While not a main deck card, Nissa’s Defeat looks like a formidable sideboard option if there is a good green ramp deck in the format. Killing a land for 3 mana is not an effect you get anymore, and hitting a couple other types of permanents is a nice bonus.
This is a deceptively powerful card. For the most part, 3-mana 2/2s that don’t have an effect immediately aren’t high on my list of cards to play in Constructed, but casting two Sacred Cats every other turn (and growing in the meantime) is big game. If this survives, it puts you in very good shape, and is strong in any matchup where playing to the board matters. If G/W Tokens is a deck, this could be a solid option, and is exactly the kind of card I like sideboarding in against decks without much removal.
If you can play this and immediately play a land from your graveyard, it’s a strong value play. Tireless Tracker both competes with this for slots (and wins) and works well with the Excavator, putting this in a funny position. I really like this effect in attrition matchups, as replaying Evolving Wilds, various Deserts, and cycling lands is quite strong.
A green-based beatdown deck might look to this to push through blockers and have a late-game threat, though G/B Delirium Aggro is pretty full up on 2-drops and late game plays right now.
Rhonas’s Last Stand
The stats-to-cost ratio is good, but it’s hard to figure out exactly how much not untapping punishes you. Losing a turn of drops is enormous in Constructed, but so is a 5/4 on turn 2, so there is room for this to see play. I like this against decks full of damage spells instead of bounce or unconditional kill, so it’ll depend on how the metagame shakes out. At the very least, siding this in against red decks could be a beating.
Uncage the Menagerie
If you could draw a bunch of cheap creatures, this would be pretty sick, but drawing four 4-drops isn’t quite as efficient. The numbers to hit here are X=3 or 4, at which point you’ve got a kind of clunky draw spell. If there are creatures of the same cost that work particularly well together, maybe this assembles them, but otherwise this won’t quite get there (though it is powerful enough to keep in mind).
Top 3 Green Cards
Hour of Promise is the card that excites me the most out of green, though both Excavator and Rhonas’s Last Stand could have very real impacts on the format. Any card that can spawn a new archetype is interesting, and Hour does just that, so I’m keeping my eyes peeled on how that plays out.